xalox demo for mixup for this?
Account Details | |
---|---|
SteamID64 | 76561198048238506 |
SteamID3 | [U:1:87972778] |
SteamID32 | STEAM_0:0:43986389 |
Country | Pirate |
Signed Up | November 2, 2012 |
Last Posted | July 10, 2016 at 12:18 AM |
Posts | 932 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 4 |
Windows Sensitivity | 4/11 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1280 x 800 |
Refresh Rate |
60 hz |
Hardware Peripherals | |
---|---|
Mouse | Zowie FK |
Keyboard | |
Mousepad | SteelSeries Qck+ |
Headphones | |
Monitor |
KBNhud is my personal favorite, it's similar to the minimal KNhud mentioned above but stylistically different in several small ways.
so this is a rebroadcast of the vanillatv vods, not a recast? I'd love to see yuki cast some of his own games :>
AyRhey guys i'm sure this has been asked before (i may have asked it myself lmao) but how does one port the main menu into a hud from a different hud?
MainMenuOverride.res from resource/ui and GameMenu.res from resource + the colors and font definitions from ClientScheme.res + the actual font files should be all that's neccesary. GameMenu.res is the file that's often forgotten. for future reference, Doodle's guide answers most every question.
i wont do it for you but I'll tell you how. open up your resource folder and move GameMenu.res from Eve Hud to PV Hud then open up the UI folder and move MainMenuOverride.res, Classselection.res, TeamMenu.res over from Eve to PV as well. Then go back to resource and open up ClientScheme.res from both huds. then copy the sections entitled "colors" and the one entitled "fonts" AND the one entitled "custom fonts" (for this section make sure the order of the fonts is still ascending) from the bottom of clientscheme.res over from Eve to PV and you should be good. Just merge the sections, don't move the headers over. then copy over the fonts (they're files entitled .ttf and .otf) from the resource folder of eve to pv. then you're done!
1). borders. borders are exactly what they sound like, elements that can be used to, amongst other things, add an outline to image. they're defined in clientscheme and they control roundness of edges as well.
this would be a round border:
Rounded
{
"inset" "0 0 0 0"
"backgroundtype" "2"
}
and you'd implement it by adding this to the control (aka element) that you want to round.
"border" "Rounded"
"border_override" "Rounded"
for the killfeed, though, i believe there's already a parameter designed to change how rounded it is, cornerradius or something, play around with it. found under deathnotice in hudlayout.res.
2). you could add a background image to the meter i guess, not sure.could try a border? never thought of this, interesting.
3). Gamemenu.res from resource as well (not resource/ui)
4). copy over the control from hudlayout.res as well to get the exact positioning.
you can add me for these sort of questions, always happy to help. if you haven't already seen it, doodle's hud guide is a great resource.
for hitman's heatmaker i believe it should be unbanned: the actual stats are (if i can trust the wiki) it gets focus after 3 kills or 9 assists or some combination of the two. focus means you can stay scoped in even after firing, basically meaning you can charge your shots more. it technically decreases the time between shots because there's no delay for scoping, that's a 0.2 second decrease. downside is fully charged bodyshot does 120 (all bodyshots do 20% less damage).
i think this weapon is a great sidegrade: it takes away the fully charged bodyshot uber drop but if someone can get a couple miracle headshots on a last push then they can potentially make a huge play that wouldn't be possible with stock rifle. it adds the potential for sniper to be more clutch but raises the skill ceiling to where you basically need to headshot, as 120 doesn't even kill an unbuffed scout (obviously).
Also CEVO volunteered their services a couple days ago, you could hit them up for admins.
why is the hitman's heatmaker banned?
Kapoww
there's a couple exploits, one regarding high 5ing when the round ends and then being stuck in the animation but able to move, fucks up your hitbox. there used to be one with being able to get inside opponents spawn but i think that was fixed, not that it would've worked in 6s anyways as it required cooperation from someone on the other team.
SleepingLife
also this.
mana I literally don't think
Unrelated to the above: To clarify, for the weapon signing, does it have to be a player going to i52, or can it be any player from any of the four teams? Grape signed rocket launcher, specifically. (not that I don't believe in the hoop dreams, just want to make sure).
Chrom3w0lfno need to change something that isnt broken. Yea it is pretty and all that but i believe sticking to what works is good enough.
I don't necessarily disagree, just your original statement was rather poorly worded if that's what you wanted to say. ALL huds have two things saying which team has the point capped, that's not why it's cluttered, it's cluttered because there are a ton of extra moving bits and pieces. Good feedback is important and I didn't think yours was useful, so I wanted to clarify so la_maison can learn what we don't like about it, which is the excess grey backgrounds and the visual confusion.
Chrom3w0lfThis one but it looks pretty unclear like you have 2 things displaying which team has the point capped and that kinda fucks it over
well one of the things displaying who has the point capped is the point so it isn't different from every other hud since most if not all have something under or above the timer for the team that has it capped.
it wasn't when he posted. that's an update.
I got that as well, would love to throw you some $$$ but can't.